/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model;

import net.sf.l2j.gameserver.idfactory.IdFactory;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.knownlist.ObjectKnownList;
import net.sf.l2j.gameserver.model.actor.poly.ObjectPoly;
import net.sf.l2j.gameserver.model.actor.position.ObjectPosition;
import net.sf.l2j.gameserver.network.L2GameClient;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;

/**
 * Mother class of all interactive objects in the world (PC, NPC, Item...)
 */
public abstract class L2Object
{
    private boolean _isVisible;                 // Object visibility
    private ObjectKnownList _knownList;
    private String _name;
    private int _objectId;                      // Object identifier
    private ObjectPoly _poly;
    private ObjectPosition _position;
    
    public L2Object(int objectId)
    {
        _objectId = objectId;
		initKnownList();
		initPosition();
    }
    
    public void onAction(L2PcInstance player)
    {
        player.sendPacket(ActionFailed.STATIC_PACKET);
    }

    public void onActionShift(L2GameClient client)
    {
        client.getActiveChar().sendPacket(ActionFailed.STATIC_PACKET);
    }

    public void onForcedAttack(L2PcInstance player)
    {
        player.sendPacket(ActionFailed.STATIC_PACKET);
    }

    /**
     * Do Nothing.<BR><BR>
     *
     * <B><U> Overriden in </U> :</B><BR><BR>
     * <li> L2GuardInstance :  Set the home location of its L2GuardInstance </li>
     * <li> L2Attackable    :  Reset the Spoiled flag </li><BR><BR>
     */
    public void onSpawn() {}
    
    public final void setXYZ(int x, int y, int z)
    {
        getPosition().setXYZ(x, y, z);
    }

    public final void setXYZInvisible(int x, int y, int z)
    {
        getPosition().setXYZInvisible(x, y, z);
    }

    public final int getX()
    {
        assert getPosition().getWorldRegion() != null || _isVisible;
        return getPosition().getX();
    }

    public final int getY()
    {
        assert getPosition().getWorldRegion() != null || _isVisible;
        return getPosition().getY();
    }

    public final int getZ()
    {
        assert getPosition().getWorldRegion() != null || _isVisible;
        return getPosition().getZ();
    }
    
    /**
     * Remove a L2Object from the world.
     */
    public void decayMe()
    {
        assert getPosition().getWorldRegion() != null;

        L2WorldRegion reg = getPosition().getWorldRegion();

        synchronized (this)
        {
            _isVisible = false;
            getPosition().setWorldRegion(null);
        }

        // Remove the L2Object from the world -- Out of synchronized to avoid deadlocks
        L2World.getInstance().removeVisibleObject(this, reg);
        L2World.getInstance().removeObject(this);
    }

    public void refreshID()
    {
        L2World.getInstance().removeObject(this);
        IdFactory.getInstance().releaseId(getObjectId());
        _objectId = IdFactory.getInstance().getNextId();
    }

    /**
     * Init the position of a L2Object spawn and add it in the world as a visible object.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Set the x,y,z position of the L2Object spawn and update its _worldregion </li>
     * <li>Add the L2Object spawn in the _allobjects of L2World </li>
     * <li>Add the L2Object spawn to _visibleObjects of its L2WorldRegion</li>
     * <li>Add the L2Object spawn in the world as a <B>visible</B> object</li><BR><BR>
     *
     * <B><U> Assert </U> :</B><BR><BR>
     * <li> _worldRegion == null <I>(L2Object is invisible at the beginning)</I></li><BR><BR>
     *
     * <B><U> Example of use </U> :</B><BR><BR>
     * <li> Create Door</li>
     * <li> Spawn : Monster, Minion, CTs, Summon...</li><BR>
     */
    public final void spawnMe()
    {
        assert getPosition().getWorldRegion() == null && getPosition().getWorldPosition().getX() != 0 && getPosition().getWorldPosition().getY() != 0 && getPosition().getWorldPosition().getZ() != 0;

        synchronized (this)
        {
            // Set the x,y,z position of the L2Object spawn and update its _worldregion
            _isVisible = true;
            getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));

            // Add the L2Object spawn in the _allobjects of L2World
            L2World.getInstance().storeObject(this);

            // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
            getPosition().getWorldRegion().addVisibleObject(this);
        }

        // Add the L2Object spawn in the world as a visible object -- out of synchronized to avoid deadlocks
        L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());

        onSpawn();
    }

    public final void spawnMe(int x, int y, int z)
    {
        assert getPosition().getWorldRegion() == null;

        synchronized (this)
        {
            // Set the x,y,z position of the L2Object spawn and update its _worldregion
            _isVisible = true;

            if (x > L2World.MAP_MAX_X) x = L2World.MAP_MAX_X - 5000;
            if (x < L2World.MAP_MIN_X) x = L2World.MAP_MIN_X + 5000;
            if (y > L2World.MAP_MAX_Y) y = L2World.MAP_MAX_Y - 5000;
            if (y < L2World.MAP_MIN_Y) y = L2World.MAP_MIN_Y + 5000;

            getPosition().setWorldPosition(x, y ,z);
            getPosition().setWorldRegion(L2World.getInstance().getRegion(getPosition().getWorldPosition()));
        }
        
        // Add the L2Object spawn in the _allobjects of L2World
        L2World.getInstance().storeObject(this);

        // Add the L2Object spawn to _visibleObjects and if necessary to _allplayers of its L2WorldRegion
        getPosition().getWorldRegion().addVisibleObject(this);

        // Add the L2Object spawn in the world as a visible object
        L2World.getInstance().addVisibleObject(this, getPosition().getWorldRegion());

        onSpawn();
    }

    public void toggleVisible()
    {
        if (isVisible())
            decayMe();
        else
            spawnMe();
    }
    
    public boolean isAttackable()
    {
        return false;
    }

    public abstract boolean isAutoAttackable(L2Character attacker);

    public boolean isMarker()
    {
        return false;
    }

    /**
     * Return the visibilty state of the L2Object. <BR><BR>
     *
     * <B><U> Concept</U> :</B><BR><BR>
     * A L2Object is visble if <B>__IsVisible</B>=true and <B>_worldregion</B>!=null <BR><BR>
     */
    public final boolean isVisible()
    {
        return getPosition().getWorldRegion() != null;
    }
    
    public final void setIsVisible(boolean value)
    {
        _isVisible = value;
        if (!_isVisible) 
        	getPosition().setWorldRegion(null);
    }
    
	public void initKnownList() { _knownList = new ObjectKnownList(this); }
	public ObjectKnownList getKnownList() { return _knownList; }
    public final void setKnownList(ObjectKnownList value) { _knownList = value; }

    public final String getName()
    {
        return _name;
    }
    
    public void setName(String value)
    {
        _name = value;
    }

    public final int getObjectId()
    {
        return _objectId;
    }

    public final ObjectPoly getPoly()
    {
        if (_poly == null)
        	_poly = new ObjectPoly(this);
        
        return _poly;
    }
    
	public void initPosition() { _position = new ObjectPosition(this); }
    public ObjectPosition getPosition() { return _position; }
	public final void setObjectPosition(ObjectPosition value) { _position = value; }
    
    public L2PcInstance getActingPlayer()
    {
    	return null;
    }
    
    /**
     * returns reference to region this object is in
     */
    public L2WorldRegion getWorldRegion()
    {
        return getPosition().getWorldRegion();
    }

	/**
	 * Sends the Server->Client info packet for the object.<br><br>
	 * Is Overridden in:
	 * <li>L2BoatInstance</li>
	 * <li>L2DoorInstance</li>
	 * <li>L2PcInstance</li>
	 * <li>L2StaticObjectInstance</li>
	 * <li>L2Npc</li>
	 * <li>L2Summon</li>
	 * <li>L2ItemInstance</li>
	 */
	public void sendInfo(L2PcInstance activeChar)
	{
		
	}
    
	@Override
	public String toString()
	{
		return (getClass().getSimpleName() + ":"+getName()+"[" + getObjectId() + "]");
	}
}